Installer Steam
connexion
|
langue
简体中文 (chinois simplifié)
繁體中文 (chinois traditionnel)
日本語 (japonais)
한국어 (coréen)
ไทย (thaï)
Български (bulgare)
Čeština (tchèque)
Dansk (danois)
Deutsch (allemand)
English (anglais)
Español - España (espagnol castillan)
Español - Latinoamérica (espagnol d'Amérique latine)
Ελληνικά (grec)
Italiano (italien)
Bahasa Indonesia (indonésien)
Magyar (hongrois)
Nederlands (néerlandais)
Norsk (norvégien)
Polski (polonais)
Português (portugais du Portugal)
Português - Brasil (portugais du Brésil)
Română (roumain)
Русский (russe)
Suomi (finnois)
Svenska (suédois)
Türkçe (turc)
Tiếng Việt (vietnamien)
Українська (ukrainien)
Signaler un problème de traduction
For sure, it would be the best to differentiate marker value between infusions, even in the same tier, but it's something that I can't maintain.
I may able to reduce chances for weapon infusions, by separating a tier into one for weapons, another for armors. Let's see if it can be done without breaking all the saves.
2500 for an infusion seems quite high for my taste - but your comparison with bionics make sense after all. Though there're players who don't like Infusion 2 (or Infused to this extent) already for its market value boosting so I should consider this too. Or are they already lost to me? Maybe. :P
I'll compare your values with current %-based approach on expensive items such as legendary power armor.
I'm someone who tends to play a lot of the game in the late-game stage, when raids are hundreds of pawns at a time, so I end up collecting mountains of rare and legendary infusions. So maybe the prices being too high for your taste are a reflection of my preference for infusions to be much rarer (thus justifying the higher value). I don't play with default infusion drop rates since legendary feels a lot less legendary when you have a pile of them in your back shed.
But yeah, on second thought increasing the value of infusions without proportionally nerfing their spawn rates could have unintended effects on the economy.
With only a fixed increase, weapon price increase was far too severe, even with multiple infusions of low rarities. Compared to that, all combat related bonuses (= nearly all weapon infusions) are relative to the weapon's base stats, so the gap of two wasn't feeling right. As a result, the easy-gain part was mitigated by lowering extraction chance of high tiers and refactoring infusing mechanism.
I still agree to the need of fixed market value offset though. So all weapon infusions now have both a small amount of market value offset, and a moderate amount of market value multiplier.
Note that all bonuses, including armors, of apparel infusions are offsets, unlike for weapons. So they don't use market value multiplier anymore.
Your mod already has a money sink in the form of empty infusers. But since you increased the value of infusions without increasing the costs of empty infusers, your mod may have caused wealth gain to increase significantly overall, causing economy imbalance.
So I would recommend considering some option to better balance out player wealth. Decreasing the overall spawn rate of infusions, increasing the cost of empty infusers, increasing the default failure rate of empty infusers to extract (so on average you require more empty infusers per infusion successfully extracted), or something to that effect.
increaseing market value (what infuseing does) increase wealth
increasing health of items (what infuseing does) increases wealth (dont know if its market value only or the market value/hp part, maybe 50/50)
so both of them increase wealth and that increases raidpoints.
so if you want to ballance infusion vs normal ingame items think of an legendary assault rifle with max infusions that has 5 times the HP (because of infusion) and on top has a general price increase..
you are looking at an item thats worth 10 pawns.